Fighters vs. Spellcasters (a case for fighters.)

Y'know, this thread has made me realize just how narrow a play style we would have to adopt to get the results that Wicht, N'raac and Ahn are talking about. You need the following:

  • Strong DM ruling where mechanical elements are strictly enforced.
  • Groups willing to allow the DM to dictate the results of actions, rather than resorting to the mechanics.
  • Heroic fantasy games where the players can only play Good, heroic characters.

Good grief, how narrow do you think D&D is?
 

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Y'know, this thread has made me realize just how narrow a play style we would have to adopt to get the results that Wicht, N'raac and Ahn are talking about. You need the following:

  • Strong DM ruling where mechanical elements are strictly enforced.
  • Groups willing to allow the DM to dictate the results of actions, rather than resorting to the mechanics.
  • Heroic fantasy games where the players can only play Good, heroic characters.

Good grief, how narrow do you think D&D is?

The first two describe every game I've ever been in. As a result, I think of the other playstyles described as kind of edge cases, the type of thing the game should support but only as long as it doesn't hamper the predominant style of play. It's unfortunate that we don't have any real statistics to help us understand what is actually the predominant style of play.
 

The first two describe every game I've ever been in. As a result, I think of the other playstyles described as kind of edge cases, the type of thing the game should support but only as long as it doesn't hamper the predominant style of play. It's unfortunate that we don't have any real statistics to help us understand what is actually the predominant style of play.

But, let's not fall into the trap of confirmation bias. After all, the first two only describe the most unstable and poorly run groups I've ever been in and have led to player revolts every single time. And, in the interests of being open, it's been five or six different groups (I moved a LOT) over the years and only a single time that I led a player revolt.

So, for me, it's the opposite. Games where the DM is far less authoritarian, where the group, as a group, makes most of the decisions and even at the campaign level, players have a great deal of input, is far more the norm for me. I mean, I listen to things like Fear the Boot and other gaming podcasts, and it looks like more egalitarian tables are far from uncommon.

Then again, I've almost never played in a group with a single DM. Whether I was the DM or a player, virtually every group I've ever gamed with has had multiple players with DMing experience. Which means that the idea of "My way or the highway" carries a whole lot less power when the players can say, "You mean I get to DM now? Great!!!"

When there's two or three other DM's in your group who are perfectly willing to step up to the plate at any point in time, it becomes a whole different dynamic.
 

They have no means of knowing whether the king is an evil tyrant or a kind, benevolent ruler.

<snip>

"So the PC's decided to go see the King, whose reputation as a ruler and even as a man was completely unknown to them for perhaps he would agree to aid them on their quest" doesn't quite do it for me.
Who said that they have no means? They may not know, but that's a different matter. Perhaps the players spent their time in play learning other things - after all, they can assess the character of the king when they meet him! (Do you know whether the Prime Minister of Australia is from the left or the right? Religious or atheist? You have the means to know, but may have spent your time learning other things.)

I don't really see what you are trying to establish. Are you explaining that you would have framed the encounter differently from the way that [MENTION=6696971]Manbearcat[/MENTION] did? That much is certainly clear - but that doesn't on its own seem grounds for criticism of Manbearact. Or are you trying to show that he framed it poorly? Or something else?

As I see it, the players want their PCs to meet a king to help defeat a red dragon. We don't know the backstory, but we know that one of the PCs is a servant of Bahamut, and hence an enemy of red dragons everywhere; and another is a wyrmslaying ranger. From their lack of familiarity with the king and his court, in conjunction with the (modest) nods to the Hobbit, I assume that the PCs are not locals, but have come to this land hunting the dragon and are turning to the king for help.

The events of play themselves make clear that the (intended) sacrifice of the child was not common knowledge, as the chamberlain wanted to keep it secret.

This doesn't strike me as terrible framing, or particularly off-the-wall backstory. The PCs in my game, around the time they reached paragon tier, journeyed to a town they had never visited in order to make common cause with its leadership against goblin incursions. They met first the (clerical) patriarch of the town, and then the baron; within a day or so worked out that there was a degree of power struggle between the two; and they ended up aligning with the baron after assessing his character at the dinner party that I have already referred to multiple times upthread. (They were initially more sympathetic to the patriarch, who had persuaded them that the baron was a bit of a ditherer; they became more sympathetic to the baron after learning that he was a victim of his advisor, and also from other personal interactions. That's a reasonably banal example of "resolving matters through play".)

Seriously, the King has NO reputation at all? If he has a reputation, at what point is it solid enough that the rolls can't change it? Maybe someone else actually directs the King, who is but a puppet/figurehead. Maybe the Drakes were truly Angels in disguise, testing the faith of the King. Perhaps the baby was a Shapechanged Lich. At what point is the backstory actually fixed?
We don't know what the king's reputation was, or whether or not he had one, because the only paricipant in the scene was Manbearcat and he has not told us. But you seem to think that a reputation for being a benevolent king rules out also being a baby-sacrificer; whereas I don't see that at all. The world is rife with rulers whose reputations belie their true colours.

His ongoing consorting with dragons exists only when the players roll it into existence, so they cannot plan for a king who consorts with dragons. The players have no actual knowledge to assess how their characters would plan to engage with the chancellor or the king. Instead, they create the king and country around them, so they can't actually have knowledge of the king and country that, logically, characters living there would have.
There are a few issues with this. First, the players didn't create the king and country - they created one event, namely, the presence of a child in the sacrifice. For all the players knew at that point, the king was a victim of duplicity by his chamberlain!

Second, you are correct that there are limits here on planning. That is a feature, not a bug: I have mentioned multiple times upthread that part of the point of this style of play is to move the weight of decision-making out of pre-play and non-action, "transition" scenes and into scene where action is taking place and action resolution mechanics being invoked ("action scenes"). You may have heard the phrase "20 minutes of fun packed into 4 hours". Different players have different responses to that phrase, in part obviously because they find different things fun. The orientation in "indie" play away from prep and planning and towards action resolution is a deliberate response - it is the "indie" gamers way of increasing the number of minutes of fun per session.

Seems to me it had two purposes, and one was to ensure no retribution against the town and its people. And he succeeded, so by the Indie tenets, there should be no such retribution.
All I can do is quote Manbearcat (underling where he italicised):

The Rogue answered and began his Bluffed geas ritual threat in the arcane language spat out by the drake. He ended the formal threat by speaking in the common tongue so that the chamberlain could understand just what was taking place. The Bluff was both about threatening the drake to leave this place and never take any retribution on this kingdom nor any of its inhabitants for this specific defeat (and this is my assumption as it was a very broad threat...I could ask the player and confirm if anyone cares) lest he be magically ensorcelled with the curse...but its intent was relevant to the task at hand - convincing the chamberlain that he was capable of such a thing.
That strikes me as a fairly clear statement of intent.

If Manbearcat took there to be two intents then presumably that particular drake is not coming back, but that wasn't what I took away from the description of the scene and the later comments. That drake believes the bluff, no doubt, but I think the GM would not be thwarting the players' success by having the drake later realise that it is not really cursed - though you would want to introduce that turn of events in a way that was not anti-climactic.

Perhaps they have the same spell book and select different spells, as dictated by their personalities.
At which point they are no longer mechanically identical.

I mean "the best tactical approach, with no influence from the character's personality". If any deviation from perfect tactics is a death sentence for the PC's then they will always strive for perfect tactics, whether or not it is in character. The Dwarven Berserker who loathes Goblins will nevertheless bypass the Goblin Guards if his best tactics are to attack the Human priest leading them.
"Best tactics" are relative to a goal. There are no "best tactics" in the abstract. Hence my question about where the players' goals come from.

Your example of "deviation from perfect tactics being a death sentence" suggests that the players already have a goal - namely, fight these NPCs/monsters to the death. Where did that goal come from? Why aren't there other options. And if we want a game where the berserker will attack goblins in preference to priests, why don't we either (i) frame more scene with goblins and fewer with priests, or (ii) make sure that the player has more resources to bring to bear when fighting goblins than when fightin priests, or (iii) make sure that the player can earn more rewards (whatever form these take within the context of mechanics and broader table dynamics) for attacking goblins than attacking priests?

I'm not sure how you envisage a "death sentence" being applied. In storytelling play, I would expect the "death sentence" to be avoided by giving the GM responsibility for massaging ingame events (via fudging, or outright fiat, or a range of other well-known techniques). In indie play the avoidance of a "death sentence" is achieved via two main techniques: (a) fail forward, which is general in application; (b) mechanical reasons for the player to play out his/her PC's personality (see (i) to (iii) in the previous paragraph).

The PC's interact with the setting and set their goals in doing so. I may have a good ability to predict their goals (will you be surprised if your players who worship the Raven Queen take action to a threat against her?), but the players set their own goals.
Are you talking about PCs or players. In the fiction, I'm sure the PCs set their own goals. But at the table where do those goals come from? For instance in adventure path play, as I understand it, those goals come from the module writer as channelled by the GM.

The PC's have goals - doing something to advance those goals is not "doing something for nothing" Same for the Glabrezu.
Here we have a basic difference of perspective. Yes, in the fiction, the PCs and the Glabrezu all have goals. But in the real world, at the table, the players have goals and the PCs are intimately related to those goals; whereas the Glabrezu is not an any similar relationship to the goals of any participant in the game. This is what makes the PCs protagonists, in my game, but the Glabrezu not. Of course, this is in turn related to the idea of "Schroedinger's NPCs" and "Schroedinger's backstory", and the idea that the function of these GM-introduced story elements is, fundamentally, to provide conflict and challenge for the protagonists. A bit like the antagonists in a work of fiction, however real they may be in the fiction, at the meta-level of analysis and construction they are devices. They are not ends in themselves.

Dausuul said:
I would probably roll dice to see if the glabrezu had granted a wish recently
Seems a reasonable approach.
I would almost never do it that way, for two (related) reasons.

First, rolling dice like this implies that I'm satisfied that it won't hurt the game for the wish to be granted. Therefore, I would make that decision based on whether or not I though it would drive the story forward to go one way or another. From the point of view of maintaining conflict and momentum, there doesn't seem a reason to do it randomly.

Second, it seems like summoning this demon to get this wish is important to the player. S/he has invested mechanical resouces and play time into it. I therefore wouldn't resolve the outcome via an offscreen roll like that. If I was going to introduce that as a reason for the PC not getting the wish, I would probably narrate it as a consequence for failure in the bargaining.

I wouldn't expect others to be moved by the reasons I have given here - they are reasons that are particular to a certain playstyle. (Roughly, what I have labelled "indie".) I think [MENTION=22779]Hussar[/MENTION] might agree with the reasons, though, or at least the general outlook on play that they reflect.
 
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  • Strong DM ruling where mechanical elements are strictly enforced.
  • Groups willing to allow the DM to dictate the results of actions, rather than resorting to the mechanics.
  • Heroic fantasy games where the players can only play Good, heroic characters.
The first two describe every game I've ever been in. As a result, I think of the other playstyles described as kind of edge cases
the first two only describe the most unstable and poorly run groups I've ever been in and have led to player revolts every single time.
In my own experience, I associate all three of these things with an approach to play that is not very serious, and is liable to collapse due to excessive GM pressure for the reasons that Hussar has explained.

Conversely, all my success as a GM in establishing and retaining groups, and running 5 to 10 year campaigns, has been based on working collaboratively with the players on mechanical issues; using the game's action resolution mechanics to adjudicate the outcomes of player action declarations; and allowing the "moral" tone of the campaign (heroic, gritty, "evil", etc) to emerge from play.
 

And the point is, no non-caster can EVER get access to this kind of thing. There is nothing a fighter can do to gain higher level abilities.
Potion. Of. Heroism. (not a permanent gain, but neither is the binding of a demon)

Or, obtain some sort of charming/beguilement device and use it to get a higher level Fighter to take the van for you. Just like the demon example, it's a different entity doing the heavy lifting but it's still getting done because of you, and better than you yourself can do it.

A fighter cannot gain a given feat without moving up the feat chain first.
Probably not, but as noted there's ways to get access to that feat via a secondary source, just like the wizard uses a demon to get a wish.

Re: two similar wizards with different spells
pemerton said:
At which point they are no longer mechanically identical.
Close enough for me. Same degree of closeness as two fighters entering a battle where one pulls out a battleaxe and the other a longsword because in each case it's their preferred weapon to use (assume equal enchantments, if any, on the weapons).

Or let's take two 1e Fighters*. Both are human, same level, strength, h.p., weapon proficiencies, etc. - but their fighting styles and out-of-combat personality mark them as very different. One is a down-to-earth sort, using wise tactics in combat when he can (except when the love of his life (also in the party) is in danger, he then defends her first) and providing soft-spoken practical advice and suggestions when out of combat. The other is a self-styled "guv'nor of givin 'er", wading in to battle face first at any opportunity with his only tactic being "kill it before it kills me" while being a somewhat loud, ornery and definitely foul-mouthed - but still amusing - sort out of combat. You don't need mechanics to play the difference, nor to notice it. :)

* - the personalities etc. here are two of my actual characters. In actual current play they are widely separated in level and have slightly different stats and weapon prof's; both are Human. For these purposes I'm just imagning them as if they were mechanically the same.

Lan-"one of the above"-efan
 

In my own experience, I associate all three of these things with an approach to play that is not very serious, and is liable to collapse due to excessive GM pressure for the reasons that Hussar has explained.
Just because a game isn't all that serious doesn't mean it can't have legs...see my .sig for three examples. :) I find the long campaigns tend to collapse for a combination of two reasons: the PCs get too powerful (I'm too generous with magic sometimes) and-or I-as-DM run out of story and-or adventure ideas.
Conversely, all my success as a GM in establishing and retaining groups, and running 5 to 10 year campaigns, has been based on working collaboratively with the players on mechanical issues; using the game's action resolution mechanics to adjudicate the outcomes of player action declarations; and allowing the "moral" tone of the campaign (heroic, gritty, "evil", etc) to emerge from play.
I agree with the last clause here but I tend to set the mechanics beforehand and - these days - major rules discussions or arguments are (fortunately) fairly rare. Then again, our game isn't nearly as mechanically complex as anything like 3e or 4e.

Lan-"I'm a DM, dammit, not a mechanic!"-efan
 

Re: two similar wizards with different spells
Close enough for me. Same degree of closeness as two fighters entering a battle where one pulls out a battleaxe and the other a longsword because in each case it's their preferred weapon to use (assume equal enchantments, if any, on the weapons).
I don't agree with this. The difference between the two weapons is basically colour. The difference between Fireball and Suggestion; or between Confusion and Ice Storm; is much more than just colour.

Or let's take two 1e Fighters

<snip>

You don't need mechanics to play the difference, nor to notice it.
No, but I prefer it when there are mechanics that express it.
 

@N'raac The "potentially internally inconsistent due to uncanvassed/elusive backstory" angle still has legs it seems. Most of all of this is setting assumptions and extrapolations you're making for what you perceive would engender internal consistency. This on its own is indicative of the playstyle difference that I outlined above between primacy/driver of the extremely high resolution setting mandate of the playstyle agenda you're pursuing in your game and the primacy/driver of the low resolution that I seek in my own. Obviously this resolution disparity is exacerbated by the dynamics in play here; backstory was even more subordinate to the immediate action of the scene because this isn't a long term campaign. All we were trying to do here is relate how "indie play" (you chose 4e as the medium) would resolve the "obstinate chamberlain" conflict versus how its done in other play. The fact that you are very much "stuck on setting internal consistency" is actually instructive. Its a core principle central to the dispute.

I have, as of yet, to compose the 3.x DMG analysis nor have I composed the full analysis of the play-post but I've done a few pieces here and there. Let me try to address a couple of bits and bobs with my own focused questions of which I will then answer.

1) Do the players bear intimate knowledge of the king's "moral bank account?" Let us take a quick look at pemerton's answer below:

Who said that they have no means? They may not know, but that's a different matter. Perhaps the players spent their time in play learning other things - after all, they can assess the character of the king when they meet him! (Do you know whether the Prime Minister of Australia is from the left or the right? Religious or atheist? You have the means to know, but may have spent your time learning other things.)

<snip>

We don't know what the king's reputation was, or whether or not he had one, because the only paricipant in the scene was Manbearcat and he has not told us. But you seem to think that a reputation for being a benevolent king rules out also being a baby-sacrificer; whereas I don't see that at all. The world is rife with rulers whose reputations belie their true colours.

This is spot on for an in-world justification. How many celebrities in this world have alleged to have established a deep and wide reputation for good will, of "doing things the right way"...only to be exposed as a complete fabrication. In the Nicomachean Ethics sense, how man "unjust men" have sought the intangible spoils of the reputation of the "just man" while reaping the tangible spoils of the "unjust man"? I would say they are legion and likely predominate the moral spectrum of our world. Kings are certainly not exempt from this any more than peasants.

However, I think you can get a sense further from what pemerton scribes below:

As I see it, the players want their PCs to meet a king to help defeat a red dragon. We don't know the backstory, but we know that one of the PCs is a servant of Bahamut, and hence an enemy of red dragons everywhere; and another is a wyrmslaying ranger. From their lack of familiarity with the king and his court, in conjunction with the (modest) nods to the Hobbit, I assume that the PCs are not locals, but have come to this land hunting the dragon and are turning to the king for help.

and...lets take a quick peek at the vestigal stages of the scene:

The players are escorted through large, open double doors into the chambelain's pacing presence. He immediately protests vociferously to the contingent of guards that let them in and begins berating everyone involved, including the PCs, shooing them away. We're Paladin, Ranger, Rogue for this (I let the players decide). The demonstrative chamberlain approaches and...

(1:0) Intimidate - The Dragonborn Paladin draws upon the power of his god, Bahamut (Daily Prayer of Bahamut's Voice and Initimdate): "Do we look the part of petulant nobles or squabbling landowners. We are here on a divine quest. The platinum dragon has an interest in this kingdom's liberation...and he will be heard."

Insofar as there is an establishment of backstory to legitimize the scene, you have it here. The player of the Paladin has asserted (demonstrably - channeling the very divinity of his god's voice in doing so) that they are on a divine quest and his very god (the god of justice who is aligned very specifically against chromatic dragons) has an interest in the just resolution of this conflict.

Mid-way, in the combat the player made the conflict between Bahamut and Tiamat personal by searing the drake with Bahamut's sign, in his own divine radiance. Finally, at the end we also have:

6:0 Diplomacy – As the chamberlain thanks the Paladin for saving his life (+ 2 and + 5 from Bahamut’s Voice), “I understand the needs of the many outweigh the needs of the few… but this (pointing at the tribute) madness cannot be allowed to continue. The Platinum Dragon gave to me a dream of this place. It is manifest destiny that we have come. Join our cause and let us rid your people of this enslavement and you of this ignoble burden.”

Ok. So a dream of manifest destiny to end the dragon's reign and free the kingdom from its macabre despotism. This was established in play by the player. I give my players this kind of authority regularly. However, if this was a regular 4e campaign, what would likely have happened is:

Given the players PC build choices he has requested thematic content which pits bahamut squarely against tiamat with his role as "administrator of justice" or "facilitator of his will." In other games, player-authored "kickers" (scene openers that are then to be resolved in play) is a classic "Indie" technique. My player may have overtly hooked me with a request for a dream of omniscience and then some sort of subsquent "divining rod" aspect to play that led them to this kingdom. After that initial player-authoring, I would then frame it with respect to the player's request, I would then assume the natural (what you're generally used to) role of authority over the "surrounding backstory mesh" to make it cohere, framing them directly into the conflict and we would "find out what happens."

I've just stopped mid-stride because this is key so I'm going to go into this a little deeper. This is actually a pretty seminal point in understanding (a) what "let's see what happens" means and (b) what GM role is in an "Indie game."

Why is setting not utterly fixed? Because authorial control for players is mandate. Every question and presupposition you are asking is key to a deep immersion, classic sandbox; causal logic, internal consistency, off-screen-living/breathing world predominance. While those principles are key to that style of play, the level of "pre-play establishment of setting" (fixedness) is antagonistic toward player authorship. If they have to vet all manner of thematic inclinations by either pouring through canon or requesting my quality control, (i) play would screech to a grinding halt or, worse still, (ii) they would just give up in frustration or boredom with the QC process (and its mental overhead requirements and its affect on the pacing of actual play).

So they do have some responsibility to not go too far afield with their authorship. If you cannot trust your players to not go too far afield (either genre deviation or established, in-play or out, backstory deviation), then either (i) find new players, (ii) teach your existing players how and let them garner experience through play, or (iii) keep doing what youre doing because you're all enjoying it! If you don't care to play under the auspices of this creative agenda then you're none the worse for wear!

What is a more central requrement of the GM skill-set in this creative agenda but subordinate in something like AP play or granular process-sim sandboxing (where all backstory is fixed)? Immediate assimilation of new information and effective improvisation. I enjoy this aspect of GMing as much, or more, than anything. This style of play (i) tests me and (ii) I get to "see what happens" because I don't know what happens beforehand. As a 28 year GM, I've grown weary of certain elements of GMing and have grown more and more fond of i and ii above. My players enjoy that command and control of backstory is dispersed amidst the table as they want limited scene-framing authority and they certainly want universal scene-reframing authority (the kind of which that are central to this thread - Fighter vs Wizard disparity!). Finally, the resolution mechanics. If we don't consult the resolution mechanics as ultimate arbiters of "what happens" with input from the prior fictional positioning then (A) I don't get to "see what happens" ( :mad: ) and (B) they lose the authenticity of their scene-framing and re-framing authority (re-framed through the deployment of resources and its effect on the evolution of the fictional positioning) (also :mad: ).

So then. Through the principles, techniques and system (impetus and machinery), myself and my players have our needs met.

A relevant pemerton quote applicable to what I have scribed directly above:

Second, you are correct that there are limits here on planning. That is a feature, not a bug: I have mentioned multiple times upthread that part of the point of this style of play is to move the weight of decision-making out of pre-play and non-action, "transition" scenes and into scene where action is taking place and action resolution mechanics being invoked ("action scenes"). You may have heard the phrase "20 minutes of fun packed into 4 hours". Different players have different responses to that phrase, in part obviously because they find different things fun. The orientation in "indie" play away from prep and planning and towards action resolution is a deliberate response - it is the "indie" gamers way of increasing the number of minutes of fun per session.

Going to try to clarify this one more time (with brevity hopefully).

All I can do is quote Manbearcat (underling where he italicised):

That strikes me as a fairly clear statement of intent.

If Manbearcat took there to be two intents then presumably that particular drake is not coming back, but that wasn't what I took away from the description of the scene and the later comments. That drake believes the bluff, no doubt, but I think the GM would not be thwarting the players' success by having the drake later realise that it is not really cursed - though you would want to introduce that turn of events in a way that was not anti-climactic.

What is important to the scene at hand? What are the PCs trying to accomplish. That is 1st order. Anything else is 2nd (or 3rd) order and, while still relevant, subordinate. In this case, the bluffing of the drake/chamberlain was solely a proxy to facilitate the immediate goal (this is central) of resolving the action scene toward the players' inclinations; successful audience with king and granting of resources/means/deputization. If the question is "would you violate the bluff's result of the now established duped drake?", then the answer is two-fold. (1) The drake was contrived solely as a means to express the players protagonism as they pushed against his interests. He may or may not come up later. If he is, the full weight of their engagement will certainly be central (or else what is the point). (2) Given that the players immediate intent would not be despoiled by the drakes much later understanding of the ruse, there is no violation. There would be no "deprotagonization" for the drake to later discover the ruse as he can't go back in time and undo the players protagonization and the facilitation of the scene toward the end they sought. Player intent with respect to the immediate thematic conflict (now), and the GM adherence to and application of that newly gained fictional positioning is what is of consequence. What comes later, outside the scope of that intent, would only be fodder for new thematic conflict (if used at all). Remember, off-screen "living, breathing world" (although certainly a principle...we don't want a dead and dessicated world afterall!) is subordinate to on-screen conflict right now (!).

Finally, is it sensical or sensible for power-players/brokers (goodly aligned or neutral) to seek audience with and attain formal proclamation of mutual interests/consent/partnership with those on the other side of the table (or those who are in a position of power, not diametrically opposed, but orthogonal to their own)? I would say that the world is absolutely weighed down with examples of this. So if we're taking our cues from causal logic, we've got plenty to ammunition. Abraham Lincoln's "courting of the south" was a perfect example of this. His 1st order interest was to end slavery. However, the ending of slavery in America would mean nothing if the Union failed and that interest was only slightly subordinate to the passage of the 13th ammendment to the United States Constitution. Lincoln was an extraordinary assemblage of equal parts true believer/idealogue and utilitarian. So he puts on a good show and "courts the south" all the while vilifying their ethos. What's more, "the enemy of my enemy is my friend" is not remotely estranged from classic genre ficton. As a guide for thematic (romantic or sword and sorcery) high fantasy play, it is readily accessible.
 
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What is important to the scene at hand? What are the PCs trying to accomplish. That is 1st order. Anything else is 2nd (or 3rd) order and, while still relevant, subordinate. In this case, the bluffing of the drake/chamberlain was solely a proxy to facilitate the immediate goal (this is central) of resolving the action scene toward the players' inclinations; successful audience with king and granting of resources/means/deputization. If the question is "would you violate the bluff's result of the now established duped drake?", then the answer is two-fold. (1) The drake was contrived solely as a means to express the players protagonism as they pushed against his interests. He may or may not come up later. If he is, the full weight of their engagement will certainly be central (or else what is the point). (2) Given that the players immediate intent would not be despoiled by the drakes much later understanding of the ruse, there is no violation. There would be no "deprotagonization" for the drake to later discover the ruse as he can't go back in time and undo the players protagonization and the facilitation of the scene toward the end they sought. Player intent with respect to the immediate thematic conflict (now), and the GM adherence to and application of that newly gained fictional positioning is what is of consequence. What comes later, outside the scope of that intent, would only be fodder for new thematic conflict (if used at all). Remember, off-screen "living, breathing world" (although certainly a principle...we don't want a dead and dessicated world afterall!) is subordinate to on-screen conflict right now (!).

Finally, is it sensical or sensible for power-players/brokers (goodly aligned or neutral) to seek audience with and attain formal proclamation of mutual interests/consent/partnership with those on the other side of the table (or those who are in a position of power, not diametrically opposed, but orthogonal to their own)? I would say that the world is absolutely weighed down with examples of this. So if we're taking our cues from causal logic, we've got plenty to ammunition. Abraham Lincoln's "courting of the south" was a perfect example of this. His 1st order interest was to end slavery. However, the ending of slavery in America would mean nothing if the Union failed and that interest was only slightly subordinate to the passage of the 13th ammendment to the United States Constitution. Lincoln was an extraordinary assemblage of equal parts true believer/idealogue and utilitarian. So he puts on a good show and "courts the south" all the while vilifying their ethos. What's more, "the enemy of my enemy is my friend" is not remotely estranged from classic genre ficton. As a guide for thematic (romantic or sword and sorcery) high fantasy play, it is readily accessible.
Or to be even more succinct, if the players don't object, you're close enough to their intent. They're supposed to be seeking conflict, and are hardly in-line with game expectations if they object when you give it to them.
 

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